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@Duffer123, let me think about the best place for this. Because this affects whether the class can be enabled, I suspect the best place for this feature may be in actions that control how classes can be applied to characters. I'll keep an eye on this issue and prepare some tests.

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How are you going to tackle the whole thorny issue of temporary, over time and straight modifiers to meters, attributes/stats and abilities?

Worth checking out the free CharacterStats asset on the Asset Store (and associated YouTube vids). His coding ideas are v clever and basically allow for any number of modifiers on any number of stats...

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Found a lot of fields that were re-used on multiple forms. Gathered these fields and added them to a general re-use library. So now, if I make a change to a commonly used field on one form, it’s updated on all forms.

Most form files went from 500+ lines of code to 50.

When I build a system for the first time, I’m not 100% certain how I want to code it all, so I experiment, find ways to make it work. After I have enough pieces of the puzzle to see patterns immerge, I return to the code and replace redundant code with a link to one chunk of code.

I hate clutter in my code and this is a step I always take at regular intervals during development to keep a project clean and performant.

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Class, Subclass, Race, Subrace, and Alignment, Condition Type, and Element Type databases are finished. I'll have screenshots for everyone to review tomorrow. Once I have your feedback and have made final changes, it will be time to focus on:

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I definitely feel like the databases are a nice way to keep things organised, and are very flexible. I think I've said this already, but I love how someone could make a D&D inspired system easily from this if they wanted to.

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@Ant looks really awesome! I have a couple questions based on inspecting those amazing screenshots:

- For weapons, armor, and abilities at least, are there also level requirements or some other way to designate at what level a character of that class/subclass/race/subrace would gain access? For abilities in particular, I think many game concepts would want to stagger ability acquisition throughout the leveling process. For weapons and armor, I actually think that's also fairly common, where a character unlocks new weapon or armor types at higher levels.

- Since class/subclass/race/subrace can all theoretically define starting max parameters or formulae for the same meters, what happens if a character has conflicting meter info, based on the combination of class/subclass/race/subrace chosen?

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Could you provide more details about how formulas for meters and attributes work? I'm trying to gauge how flexible formula building can be. If I think about old RPG Maker examples, you could use curves/graphs for these types of stats to scale them from a starting value at level 1 to a max value at level <#> in a non-linear fashion. Would be amazing if that were similarly possible here, although I'm guessing that could be a bit tricky to implement.

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Could you provide more details about how formulas for meters and attributes work? I'm trying to gauge how flexible formula building can be. If I think about old RPG Maker examples, you could use curves/graphs for these types of stats to scale them from a starting value at level 1 to a max value at level <#> in a non-linear fashion. Would be amazing if that were similarly possible here, although I'm guessing that could be a bit tricky to implement.

I should be able to implement these types of formulas. Let me take a look at Unity's graph capabilities. Perhaps you could choose between a written formula and a graph.

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Created the Character Type database tonight. In this database, you can create types such as: hero, npc, enemy. Tomorrow, I'm going to sketch out what should go in the Character database. Here's what I've got so far:

Character Type

Character Name & Description

Starting Class

Starting Equipment (Weapon & Armor)

Starting Abilities

I have a few odds and ends to take care of in the previous databases as well.

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Remind me, with the X allowed for this lists is this say Weapon Types or just Weapons? If the latter, better to do a prohibited list?

You'll first choose a weapon type. All of the weapons of that type will appear in a list. If a weapon's checkbox is marked, it can be used. I also added another selection list so that you can choose to display all weapons, weapons that can be equipped, or weapons that can't be equipped.